using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using Scurvy.Media;

namespace VideoSample
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Video vid;
        Vector2 vidLocation;


        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            VideoManager.Initialize(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            ContentManager content = new VideoContentManager(Services, "Content");
            vid = content.Load<Video>("clip1");
            
            vid.Loop = true; //or false
            vid.Play();

            vidLocation = new Vector2(10, 10);

            //dxt = this.Content.Load<DxtContent>("testtexture");
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            GamePadState padState = GamePad.GetState(PlayerIndex.One);
            KeyboardState keyState = Keyboard.GetState();

            // Allows the game to exit
            if (padState.Buttons.Back == ButtonState.Pressed || keyState.IsKeyDown(Keys.Escape))
                this.Exit();

            vid.Update();

            if (padState.Buttons.A == ButtonState.Pressed || keyState.IsKeyDown(Keys.Space))
                this.vidLocation.X += 0.5f;

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            graphics.GraphicsDevice.Clear(Color.CornflowerBlue);

            Rectangle rect = new Rectangle(0, 0, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height);
            // TODO: Add your drawing code here
            this.spriteBatch.Begin();
            this.spriteBatch.Draw(vid.CurrentTexture, rect, Color.White);
            //this.spriteBatch.Draw(dxt.CurrentTexture, this.vidLocation, Color.White);
            this.spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
